Shader "Unlit/RC"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
    }

    SubShader
    {
        Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline"}
        LOD 100
        ZWrite Off Cull Off
                
        HLSLINCLUDE
		#include "../Common.hlsl"
		ENDHLSL

        Pass
        {
            Name "RCRayMarchingPass"
			HLSLPROGRAM
            #include "RCRayMarching.hlsl"
			#pragma vertex BlitVertex
			#pragma fragment RCRayMarchingFragment
			ENDHLSL
        }

        Pass
        {
            Name "RCMergePass"
			HLSLPROGRAM
            #include "RCMerge.hlsl"
			#pragma vertex BlitVertex
			#pragma fragment RCMergeFragment
			ENDHLSL
        }

        Pass
        {
            Name "RCRenderPass"
			HLSLPROGRAM
            #include "RCRender.hlsl"
			#pragma vertex BlitVertex
			#pragma fragment RCRenderFragment
			ENDHLSL
        }

        Pass
        {
            Name "RCCombinePass"
			HLSLPROGRAM
            #include "RCCombine.hlsl"
			#pragma vertex BlitVertex
			#pragma fragment RCCombineFragment
			ENDHLSL
        }
    }
}
